ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I believe that in a dictatorship all systems get a happiness penalty relating to the portion of the population that didn't support the ruling party. I don't have a Craver game going at the moment so I can't check, but I think the number shown at the end of the "election" is an average and each system will get its own penalty based on its population. I haven't seen the happiness penalty apply under other government types.
I assumed this would be the case too. Early on in my game the modifier was manageable, but at some point in my last game it was applying in full to every system, including my capital filled exclusively with my presumably militarist craver pops. It could be that they drifted away from militarism somehow but this isn't reflected anywhere that I can see in game.
vahouth wrote:
I had the same thing. At results screen it say that support has a -8 on average, but then I got this:
That's what mine looked like too but it got up to -37 . I think the -10 "PopulationParasite" might be the slavery modifier, not sure why its showing up like that.
I think I was mistaken and the problem isn't with the Cravers, but more with the dictatorship government type. All elections really, but it can mostly be ignored except with a dictatorship. I think I was incorrectly conflating multiple issues earlier, so here's a long rant in the hope a dev reads this.
Personally, I think the issue is that the happiness system is a little broken at the moment. There are multiple things that can cause sudden drops in happiness and the player has no immediate way to respond. I think dictatorships would be fine if there was some sort of repression option that the player could use when a previously happy system suddenly gets -40 happiness.
Luckily, the devs have mentioned that they are looking at potentially making some changes to happiness. In the meantime, has anyone tried religious cravers to access the law locking happiness to content?
Well i stellaris in dictatorships there is no voting as it should be. I hope they will come up something similar here9
There isn't really a vote exactly. You select the government you want to be in power. However, there is still a "vote" cast which determines how big your penalty is based on how many pops identifying with another political faction go unrepresented.
After looking at my Craver game again my problem seems to be a lot of my bugs want to be scientists now because I built a few basic science buildings, explored some the galaxy, and reached the a new tech era.
I think I was mistaken and the problem isn't with the Cravers, but more with the dictatorship government type. All elections really, but it can mostly be ignored except with a dictatorship. I think I was incorrectly conflating multiple issues earlier, so here's a long rant in the hope a dev reads this.
Elections, and Political Drift
The election system is really neat and the presentation is great, but I don't feel like I have a lot of control over it outside of the election influence options. I have to respond to events in game in a certain way, build certain things, do certain things to succeed. My government seems to be the sum of everything I've done, rather than any conscious effort on my part or a result of ethical views from my extremely fickle pops. I get the idea behind this system...If I'm in a war, militarists will come to power and I can use their laws to help me win, and once peace comes back around someone else will get elected. It doesn't seem to work well though, maybe it's bugged right now, maybe actions aren't weighted properly...it just seems like chaos.
Despite Craver pops being predisposed to militarism, and me being about as militaristic as I can, my bugs are still drifting away from militarism. I know my actions are the biggest influence, but I can't really do much about it. We have a kind of neat but cumbersome way to see why pops are voting the way they do in the system population screen. But there isn't really a way to use this information short of just not doing certain things. My Cravers are finding religion because I built something. My minority pops are having a large impact despite their small population because they are unified in support of science for some reason. That's fine but how do I deal with that? I'm not going to give up on production in my empire just to stop industrialists from becoming politically relevant.
I'm not convinced this is a great way to determine a pops political leanings in any case. It seems kind of limiting. Can I not build dust generating buildings if I want keep scientists in power? Can I not respond to an attack if I don't want militarists taking over?
Still, this inevitable political divergence can be tolerated in other governments. It can basically be ignored if you are willing to have your laws change every now and then. Maybe not having a lot of control and just kind of having to roll with the punches is intended, but this is lethal to a dictatorship.
Dictatorships, and Craver Gameplay
The election being an annual "My party, or I riot!" situation for dictatorships...it seems a bit arbitrary. Even selecting the most popular party every time likely won't be enough when the political split becomes large enough. Maybe there is a better way to handle it than a flat approval reduction? As it is, eventually you will have a significant portion of your population without representation, and this will start a downward spiral of rebellions. The benefit of being able to select your government type is probably huge (haven't really got to play around with most political parties laws much yet), but nothing would be worth the penalty currently. Right now the only law you are going to be passing is the one that gives for garrisoned fleets; or switching to religion, and using the law that forces content happiness. This feels kind of like an exploit though; or in the case of the Cravers, maybe something that should be innate to them if that's the intended path (racial purity too).
Besides the Cravers (and anyone who switches to a dictatorship?) other factions don't have nearly this much trouble with . I don't feel much effort should have to be spent on management as the Cravers; provided you play in the intended militaristic way. It doesn't fit them thematically, and it's not really fun to focus on buildings, parking fleets everywhere, etc. just to squeak by with them. Alternatively you can just ignore all this and just deal with having rebellions in most of your planets, but this seems at odds with their narrative as well. Ironically building buildings en masse in an attempt to counter this penalty pushes my pops towards religion and away from militarism politically, and will probably just cause more unhappiness down the line.
I just want to devour the galaxy. Why can't I just consume my minority pops, why can't I jettison my born again bugs into space or whatever instead of letting them ruin my empire. I understand their expansion needs to be kept in check somehow, but consider using some other mechanic for this. If I play with them again adopting some other form of government will be my priority, and bringing democracy to a bunch of genetically modified cyborg-murder-locusts seems wrong.
Anyway, sorry for the wall of text. I know the game is unfinished and this is all likely to change, just thought now would be the best time to throw my thoughts out there.
With the tech that lets you change your government you get more tooltips. Under Dictatorship it states:
- Dictators can impose their desired political ideology on their populations
- However, the further this ideology from the Population's natural inclinations, the bigger the friction
In a dictatorship every planet sends 7 representatives to the senate. In every other government the senate seats are either distributed bye poplation (democracy and republic) or by system level (federation). So bigger systems (population or system level) will have a bigger influence for all other government types, in a dictatorship it is spread equally.
So the approval hit is intended. In the first elections where my Cravers were almost all militarists, I got an approval buff. One change I would suggest is a diminishing buff/debuff over the turns. So the benefit of a dictatorship to change your leading political party and get access to all their laws (100% approval, even if loosing access to all other laws) is still there and huge. But with this it would also be feasible. Otherwise the approval hit can be too huge and you won't change your leading party and won't use the benefit of the dictatorship. The other government types have the benefit of having different laws from different ideologies available.
Love Cravers, they're great. Dictatorship feels half implemented though, as do Cravers and their interactions with diplomacy / senate.
Happiness and the election system absolutely isn't fully functional.
Only way to bypass this is to either take the 'content minimum' Religious law or simply not play. The election happiness debuff seems to be the biggest offender, then of course overcolonisation and overpopulation followed by everything else.
The senate in a dictatorship is always single party that has absolute power, an election is basically just saying "Yep, militarists still in charge". As long as that is your government, there will never be a situation where any other party than your primary party will ever get representation in the senate; support for your primary party will always be overwhelming and you will be able to pass all laws that party has with no influence cost (which is the effect of dictatorships).
Of course, if any of your populace supports a party that isn't the one in power, then they'll be a bit peeved that they don't get represented. The unhappiness penalty comes from your religious pops.
This same thing happened to me and basically made it impossible to continue. Even if I had no over-colonization unhappiness I couldn't stack enough happiness to overcome the malus. Then, even after my non-craver pops (a pretty insignificant portion of my empire) were gone the malus remained. The election system is really unclear as well. Shouldn't non-craver pops be enslaved and not get a vote?
On the flip side I took over a bunch of craver planets in a Lumeris game and the couldn't get rid of the craver pops that would eventually make my planets worthless. It's like the game thinks I have population control options but I don't as far as I can tell. If i had been able to purge the problem pops in either game I don't think this would have been and issue.
Strictly speaking most craver populations shouldn't be cognizant enough to vote either but I guess it's a sop to gameplay mechanisms.
I've played a game with the cravers and I faced a problem : when the elections ended (I supported the militarists) my people where very unhappy (-32 in all systems)... Is there any bug or anything else ? Maybe I didn't understand the political system...
I believe that in a dictatorship all systems get a happiness penalty relating to the portion of the population that didn't support the ruling party. I don't have a Craver game going at the moment so I can't check, but I think the number shown at the end of the "election" is an average and each system will get its own penalty based on its population. I haven't seen the happiness penalty apply under other government types.
In the political voting if you officially "support" a specific group your entire system will have a - because you're essentially corrupting the voting.
If you Financially support you receive an even larger -happiness and if you use influence the minus is considerable. It would be as if you were "rigging" the election.
I haven't had a chance to actually try not to choose any of it as to let the major party just win by themselves.
Does that make sense?
- Capt'
I went back to double check this; it might just be a bug, but right now you get the negative happiness modifier even if you choose not to support someone. At least this is the case under a dictatorship as the Craver.
I had the same thing. At results screen it say that support has a -8 on average, but then I got this:
-17.9 from elections??? WTF
And WTH is that -10 from PopulationParasite? 2 systems are already affected by it without even a hint as to why!
In the political voting if you officially "support" a specific group your entire system will have a - because you're essentially corrupting the voting.
If you Financially support you receive an even larger -happiness and if you use influence the minus is considerable. It would be as if you were "rigging" the election.
I haven't had a chance to actually try not to choose any of it as to let the major party just win by themselves.
Does that make sense?
- Capt'
I went back to double check this; it might just be a bug, but right now you get the negative happiness modifier even if you choose not to support someone. At least this is the case under a dictatorship as the Craver.
I've played a game with the cravers and I faced a problem : when the elections ended (I supported the militarists) my people where very unhappy (-32 in all systems)... Is there any bug or anything else ? Maybe I didn't understand the political system...
In the political voting if you officially "support" a specific group your entire system will have a - because you're essentially corrupting the voting.
If you Financially support you receive an even larger -happiness and if you use influence the minus is considerable. It would be as if you were "rigging" the election.
I haven't had a chance to actually try not to choose any of it as to let the major party just win by themselves.
Linoot wrote: The happiness counter in all my systems says that I lose (-)32 of happiness. So all my systems are in rebellion, they can't produce any food, science, industry and dust... if I can't produce food, my people die... first it's the minor factions but after it's the cravers. When I conquer an enemy system they're ecstatic and there is no -32 of happiness... until the next elections.
But when you hover your mouse over the -32 what does it say? It's because of...
The happiness counter in all my systems says that I lose (-)32 of happiness. So all my systems are in rebellion, they can't produce any food, science, industry and dust... if I can't produce food, my people die... first it's the minor factions but after it's the cravers. When I conquer an enemy system they're ecstatic and there is no -32 of happiness... until the next elections.
I really like the idea of election results influencing the planet's happiness, but at the moment it seems the penalty is applied in a blanket fashion across your entire empire. Imagine you have a planet that's 100% Cravers gunning for another war and falling head over appendages for the militarist representatives and another one full of religious folk who naturally vote for their messaiah flavour of the month. The results are in and it looks like the militarists won total control. Good news for the planet A and terrible news for planet B. However, currently both planets get an equally nasty hit to their happiness. I think it would make more sense to have the election happiness effect calculated based on precice vote breakdown for each planet.
This same thing happened to me and basically made it impossible to continue. Even if I had no over-colonization unhappiness I couldn't stack enough happiness to overcome the malus. Then, even after my non-craver pops (a pretty insignificant portion of my empire) were gone the malus remained. The election system is really unclear as well. Shouldn't non-craver pops be enslaved and not get a vote?
On the flip side I took over a bunch of craver planets in a Lumeris game and the couldn't get rid of the craver pops that would eventually make my planets worthless. It's like the game thinks I have population control options but I don't as far as I can tell. If i had been able to purge the problem pops in either game I don't think this would have been and issue.
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